OneShotOneKill/Assets/Script/InGame/Actor/AimArrowController.cs

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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class AimArrowController : MonoBehaviour
{
public Image arrow;
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public Transform projectileParent;
float m_attackTime, m_attackLifeTime;
void Start()
{
arrow.enabled = false;
}
private void OnEnable()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
m_attackLifeTime = m_attackTime = unit.f_AttackSpeed;
}
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public void Set_AttackLifeTime()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
m_attackLifeTime = unit.f_AttackSpeed - IngameMgr.Ins.Get_SkillValue(eSkillType.AttackSpeedUp);
}
private void Update()
{
m_attackLifeTime -= Time.deltaTime;
if (m_attackLifeTime <= 0)
{
m_attackLifeTime = m_attackTime;
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StartCoroutine(Co_Shoot());
}
}
IEnumerator Co_Shoot()
{
int count = 1 + (int)IngameMgr.Ins.Get_SkillValue(eSkillType.DoubleShot);
for (int i = 0; i < count; i++)
{
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Shoot();
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yield return new WaitForSeconds(0.15f);
}
}
public void OnAimStart(Vector2 screenPos)
{
UpdateArrow(screenPos);
}
public void OnAimDrag(Vector2 screenPos)
{
UpdateArrow(screenPos);
}
public void OnAimEnd()
{
arrow.enabled = false;
}
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void Shoot()
{
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var unit = IngameMgr.Ins.Get_CurUnitTData();
ProjectileData basePd = new ProjectileData
{
IsPC = true,
m_Data = table_projectile.Ins.Get_Data(unit.n_ProjectileID),
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tf_Start = arrow.transform,
Dmg = unit.n_DefaultAttack + (int)IngameMgr.Ins.Get_SkillValue(eSkillType.AttackUp),
PreviousArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.PreviousArrow),
DiagonalArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.DiagonalArrow),
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ArrowLeftRight = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ArrowLeftRight),
ArrowUpDown = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ArrowUpDown),
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Bounce = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.Bounce),
Pierce = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ProjectilePierce)
};
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int lineCnt = 1 + basePd.PreviousArrow;
int diagCnt = 1 + basePd.DiagonalArrow;
for (int l = 0; l < lineCnt; l++)
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{
for (int d = 0; d < diagCnt; d++)
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{
ProjectileMgr.Ins.Shoot_Projectile(new ProjectileData
{
LineIndex = l,
DiagIndex = d,
PreviousArrow = basePd.PreviousArrow,
DiagonalArrow = basePd.DiagonalArrow,
ArrowLeftRight = basePd.ArrowLeftRight,
ArrowUpDown = basePd.ArrowUpDown,
Bounce = basePd.Bounce,
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Pierce = basePd.Pierce,
IsPC = basePd.IsPC,
m_Data = basePd.m_Data,
tf_Start = basePd.tf_Start,
Dmg = basePd.Dmg
});
}
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}
}
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public float m_AngleSpeed = 1.5f;
void UpdateArrow(Vector2 screenPos)
{
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Debug.Log(screenPos);
arrow.enabled = true;
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Vector2 baseScreenPos = Camera.main.WorldToScreenPoint(projectileParent.position);
Vector2 dir = screenPos - baseScreenPos;
dir.y = Mathf.Abs(dir.y);
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
angle *= m_AngleSpeed;
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angle = Mathf.Clamp(angle, -80f, 80f);
arrow.rectTransform.rotation = Quaternion.Euler(0, 0, angle);
}
}